Posted February 17, 20223 yr so i have an entity that extends DamagingProjectileEntity and it has tick method and i want to play a sound(inside of my projectile class) when a little time passes but im trying to do getShooter.playsound or getShooter.getEntity().playsound but it doesnt work(as i said it throws nullPointerException) by the way the crash log ONLY says nullPointerException in that line @Override public void tick() { super.tick(); ++this.time; System.out.println(time); if(!world.isRemote) { if(time == 70) { getShooter().playSound(ModSounds.MYSOUND.get(),1,1); //or getShooter().getEntity().playSound(ModSounds.MYSOUND.get(),1,1); doesnt work either this.remove(); } } } Edited February 17, 20223 yr by ElTotisPro50
February 17, 20223 yr Author 58 minutes ago, diesieben07 said: getShooter must be explicitly set by you and even then it can return null (e.g. if the player logged out). So you can't just use it directly, you must check first. Are you sure you want to play the sound at the shooter's position? Why do you not just use this.playSound? check if shooter is playerentity? if(getShooter() instanceof PlayerEntity) this.playsound will play the sound in the throwable entity's position right?if i throw my entity with acceleration or motion the player could'nt hear it because the entity is far enough
February 18, 20223 yr Author 5 hours ago, diesieben07 said: Yes, this will also ensure the shooter is not null. Just making sure. If you do want to play it at the player's position then what you did is correct. You just have to actually set the shooter when creating the projectile. is not throwing nullPointerException or crashing or something it just doesnt do anything @Override public void tick() { super.tick(); ++this.time; System.out.println(time); if(!world.isRemote) { if(time == 70) { if(getShooter() instanceof PlayerEntity) { //if(getShooter().getEntity() instanceof PlayerEntity) { this just will throw null again getShooter().playSound(ModSounds.MYSOUND.get(),1,1); //getShooter().getEntity().playSound(ModSounds.MYSOUND.get(),1,1); doesnt work either } this.remove(); } } }
February 18, 20223 yr Author 10 hours ago, diesieben07 said: Show more of your code, specifically the whole projectile class and where you spawn the projectile. My item class public class MyItem extends Item { public MyItem(Properties properties) { super(properties); } @Override public ActionResult<ItemStack> onItemRightClick(World world, PlayerEntity player, Hand handIn) { ItemStack stack = player.getHeldItemMainhand(); if(player.isSneaking()) { world.playSound(player,player.getPosition(),ModSounds.SOUND.get(),SoundCategory.MASTER, 1, 1); } if(!world.isRemote) { if (player.isSneaking()) { if (stack.getItem() instanceof MyItem) { ThrownMyEntity entity = new ThrownMyEntity(ModEntityTypes.THROWNMYENTITY.get(), world); Vector3d aim = player.getLookVec(); entity.setPosition(player.getPosX() + aim.x * 1.7, player.getPosY() + (aim.y + 0.5) * 1.7, player.getPosZ() + aim.z * 1.7); entity.rotationYaw = player.rotationYaw; entity.rotationPitch = player.rotationPitch; double throwSpeed = 0.7; entity.setMotion(aim.x * throwSpeed,aim.y * throwSpeed,aim.z * throwSpeed); world.addEntity(entity); player.setItemStackToSlot(EquipmentSlotType.MAINHAND, ItemStack.EMPTY); } } } return super.onItemRightClick(world, player, handIn); } } ThrownMyEntity Class public class ThrownMyEntity extends DamagingProjectileEntity implements ITickableTileEntity { private int time; public ThrownMyEntity(EntityType<? extends DamagingProjectileEntity> entityType, World world) { super(entityType,world); } //This makes that the entity cant be pushed @Override public boolean canBePushed() { return false; } //This makes the entity can be hurt(like a ghost) @Override public boolean canBeCollidedWith() { return false; } @Override public void tick() { super.tick(); ++this.time; System.out.println(time); if(!world.isRemote) { if(time == 70) { if(getShooter() instanceof PlayerEntity) { //if(getShooter().getEntity() instanceof PlayerEntity) { this just will throw null again getShooter().getEntity.DOSOMETHINGTOTHESHOOTER } this.remove(); } } } @Override protected void registerData() { } @Override public boolean isInWater() { return false; } @Override public boolean isInLava() { return false; } @Override public boolean isBurning() { return false; } @Override public boolean isGlowing() { return false; } @Override public IPacket<?> createSpawnPacket() { return NetworkHooks.getEntitySpawningPacket(this); } @Override public boolean isWet() { return false; } }
February 18, 20223 yr Author 1 hour ago, diesieben07 said: You never set the shooter on your entity. How do you expect getShooter to return anything? Magic? what does that mean cast the player to shooter? PlayerEntity player = (PlayerEntity) getShooter().getEntity();
February 18, 20223 yr Author 1 hour ago, loordgek said: no SET the shooter so? like i said cast player to the shooter or what?
February 18, 20223 yr Author 1 hour ago, diesieben07 said: No. Look at the available methods on the projectile. It is very obvious which one sets the shooter. in the same tick method if(getShooter() instanceof PlayerEntity) { setShooter(getShooter()); getShooter().setGlowing(true); } right?
February 18, 20223 yr Author 1 hour ago, diesieben07 said: No. Look at the available methods on the projectile. It is very obvious which one sets the shooter. what i just told you didnt work, throws null again
February 18, 20223 yr 23 minutes ago, ElTotisPro50 said: right? no not to getShooter, call setShooter from your Item in onItemRightClick then use the Player which you get as a parameter 4 minutes ago, ElTotisPro50 said: what i just told you didnt work, throws null again yeah since: Entity entity = getShooter(); // shooter is at this point null setShooter(entity); // the new shooter is null since the old shooter was null
February 18, 20223 yr Author 1 hour ago, Luis_ST said: no not to getShooter, call setShooter from your Item in onItemRightClick then use the Player which you get as a parameter yeah since: Entity entity = getShooter(); // shooter is at this point null setShooter(entity); // the new shooter is null since the old shooter was null it worked
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